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Merge tag 'release-2.32.0' #21
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…rface Fixes libsdl-org#10061 (cherry picked from commit 2a58e7b)
…ailable Fixes libsdl-org#10162 (cherry picked from commit 0f8054c)
(cherry picked from commit a04596c)
Previously, each backend would allocate and free the renderer struct. Now the higher level does it, so the backends only manage their private resources. This removes some boilerplate and avoids some potential accidents. (Manually cherry-picked from 39c8434) Reference Issue libsdl-org#10174.
This allows apps to destroy the window and renderer in either order, but makes sure that the renderer can properly clean up its resources while OpenGL contexts and libraries are still loaded, etc. If the window is destroyed first, the renderer is (mostly) destroyed but its pointer remains valid. Attempts to use the renderer will return an error, but it can still be explicitly destroyed, at which time the struct is free'd. If the renderer is destroyed first, everything works as before, and a new renderer can still be created on the existing window. Fixes libsdl-org#10174. (cherry picked from commit cab3def)
…SDL_HINT_RENDER_DRIVER is "software" This case is properly handled inside SDL_CreateWindowTexture() Fixes libsdl-org#10155 (cherry picked from commit c7ed78a)
Add a loop around SDL_hid_read() in the Steam Deck HIDAPI driver as it is done in other HIDAPI drivers. This loop reads data from the device and processes it until the input buffer is empty which ensures that clients always get the latest data. This fixes an input latency issue if the application polls the events slower than the hardware generates them.
Fixes libsdl-org#10182 (cherry picked from commit 4ba2e9f)
This commit fixes the attribute list in the WGL and GLX code when requesting a floating point pixel format. The name of the attribute was missing in the list. Fixes libsdl-org#10189 (cherry picked from commit 9389712)
Viewports decouple the buffer from the window size and avoids the window geometry hacks used to prevent problems if a buffer with an old size in the pipeline ends up being committed. Fixes an invalid geometry warning and incorrect overview size for fullscreen windows on GNOME, and avoids flicker when entering/exiting fullscreen or moving the window between scaled and non-scaled displays.
This reverts commit 026dfc6. Fixed build again!
(cherry picked from commit 9548bba)
This patch was written by @pulkomandy. Thanks! Reference Issue libsdl-org#7596.
Reference issue: libsdl-org#10224.
Fixes libsdl-org#8576 (cherry picked from commit b517043)
This prevents race conditions and divide by zero if multiple threads start using the time functions simultaneously.
(cherry picked from commit 68cf17d)
[ci skip]
[sdl-ci-filter netbsd] [sdl-ci-filter freebsd] (cherry picked from commit db97da4)
[ci skip]
Also slightly changes up the cleanup code for SetupWindowData, to avoid copy pasting. See libsdl-org#10611
Fixes libsdl-org#11973 (cherry picked from commit 67382e9)
(cherry picked from commit cdc5483)
Closes libsdl-org#11415 (cherry picked from commit c7d1fd9)
Provious code wrongly assumed that direction is not an important part of conditional effect. Moreover, if there's need to hardcode polar direction, the default should be 0x4000 (north). For one axis affects, a direction of 0 means complete lack of force, if a FFB-enabled device takes direction into force calculation. A sine function graph can be used to represent the resulting forces where X is the input direction and Y is the force multiplier (360 degrees equals to 1). This fixes conditional effect playback on Moza Racing devices, which do not ignore direction field.
Uses proper polar direction of 90 degrees. Previous value probably came from mistakenly using spherical system default.
The sandbox guarantees that this will be true. Fixes libsdl-org#12108 (backported from from commit 1c7cc60)
Sometimes we'll get a Windows.Gaming.Input callback before the raw input device is even in the list, so try some other methods to better detect XInput devices.
Newer versions of Proton properly pass through the Steam virtual gamepad VID/PID, but older Proton (9.x and older) don't, so we have to rely on Steam and Proton hiding controllers we shouldn't have access to. Fixes libsdl-org#12106
Fixes libsdl-org#11579 Fixes libsdl-org#12106 (cherry picked from commit 3060105)
(cherry picked from commit 831c79d)
(cherry picked from commit 1c96432)
(cherry picked from commit 9464f33)
Closes libsdl-org#12173 (cherry picked from commit 6782cfe)
…allocator. Use platform-specific code instead, so SDL's allocator never comes into play.
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